For AndMetal,
This AA is making the classes that have it crit insanely high lol. I think it is due to the section marked in
RED below:
Code:
if(critChance > 0){
if(MakeRandomFloat(0, 1) <= critChance)
{
damage = (damage * critMod) / 100;
//Veteran's Wrath AA
//first, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
damage *= GetAA(aaVeteransWrath) * 15; //AndMetal: guessing
if(IsClient() && CastToClient()->berserk)
{
entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s lands a crippling blow!(%d)", GetCleanName(), damage);
}
else
{
entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s scores a critical hit!(%d)", GetCleanName(), damage);
}
I am changing the multiplier to 1.1 to see how that looks for now lol. Either way, this should be changed on the new SVN ASAP :P
Nice work getting the new AAs working though, other than this one. Have had mostly good feedback so far. Also for some reason, something is causing all other classes to always crit for 0, but I am still looking into why that is.